Yes, I have taken to itemizing more of the things I have always intended on doing or realized I should be doing. It helps to remind me what I am supposed to focus on each day. Some of these items likely will not delay the launch, but will be added in subsequent patches, while others are fairly simple to accomplish.

Currently I am trying to determine the name to call this mod. I have been referring to it either as Complex Ultra or Complex Amalgamation these past couple of years (and sometimes even simply 'Very' Complex).

I think I am leaning towards Complex Ultra, but am certainly open to other suggestions.

Latest updates:
1) Added Repair Focus -- the player using this option will have ships capable of regeneration (generally regeneration is absent in this mod), increased repair rates, mobile repair facilities (deployable by carrier), and ultimately the Lazarus station
2) Added Stealth Focus -- the player using this option will have stealthy ships, Spying Technology, improved pings, access to espionage options, and ultimately the Crucible Station
3) Added Defense Focus -- the player using this option will benefit from increased Defense Fields, a greater variety of Platforms, more Heavy Platforms, Emplacements, Combat Bases, and ultimately potential access to the Death Star
4) Added Infiltration Focus -- the player using this option will not have native access to many larger ships, but will have improved capturing abilities, access to Mercenaries, and ultimately the prison Battlestation
5) Fine-tuned Sub-Stations and Constructor ships to ensure easier access to the basic building mechanics as well as a more balanced distribution of both
6) Added 7 new Sub-Stations for a grand total of 15 so now the effect is more of a small community when all are deployed:
a) Commercial (new)
b) Financial (new)
c) Industrial (new)
d) Fighter (new)
e) Corvette (new)
f) Frigate (new)
g) Underground Beacon
h) Diplomacy
i) Weapon
j) Research
k) Crew
l) Power
m) Engineering
n) Recycling
o) Information Bureau (new)
7) Added 4 additional Mothership chassis each available only under certain select conditions
8) Implemented New Ranks: Rear Admiral, Vice Admiral, Galactic Admiral

Latest Updates:
1) Added Banking And Investing systems
a) Players using the Advanced Financing Focus will now be able to invest unused R.U.s for fixed terms at specified interest rates. Funds cannot be used during the term of the investment
2) Completed Advanced Infiltration Focus
3) Completed Focus Bonus Stations

Completed:
1) New Role Based Scouts/Fighters/Bombers (AKA Advanced Fighters)
a) This expands the role of strikecraft into the late game as the player should now have an appropriate countering Strikecraft for each potential situation
b) This does not negate the usefulness of larger ships, but merely provides an alternative counter-fleet for differing playstyles
c) Incorporates new Weapons system allowing for the choice from among 12 different weapon groups
d) Fighters no longer carry missiles, mostly for the sake of performance, but also to ensure a more purposeful distinction with Corvettes and to instill a better sense of realism (fighters would have to reload in order to provide repeat volleys)
d) 12 new display families have been established to help divide the different types

2) New crew-management system has replaced previous version
a) This new system utilizes the existing mechanic for restricting ships from being built without the need of removing ships from the build queue as did the previous version
b) This removes hundreds of duplicate ship names from the build list and greatly simplifies the adding of new ships or the updating of crew values going forward as it splits the officers from the crew/pilots
c) It also leaves the opportunity open to further divide pilots from crew should such a need come to light (to add more complexity)

3) Tanis shipyard assists in prolonging the early game
a) With the increased cost of stations both in terms of R.U.s and crew, there is now a longer window during which the player must wait in order to deploy all substations. Tanis now fills that void with buildable crew quarters, power units, R.U. storage, and research vessels
b) All of Tanis' improvements are typically on a much smaller scale than that available by the dedicated stations, but it does provide some needed room for flexibility
c) Impatient players may find it difficult to reach past the Strike units phase as they must set aside sufficient crew reserves in order to expand into larger ships: if they are consistently building to capacity they will fail to have the room necessary so this will create a strategy to potentially deter rushing while at the same time rewarding it (given the assumption that all other players are potentially waiting to build up their stations instead of their fleets)
d) This works nicely with the new Advanced Fighters option

Some items can be completed together, and of course the headings in each section is a summary of all that follows (such as the Hiigaran upgrades will be finished overall when the Drones, Warships and Dreadnaughts are complete).

Some delays have been caused by realizing certain elements must be in place before advancing beyond them...for instance no more work has been done on upgrades as a result of the Advanced Fighters addition since there is now an opportunity to implement the phase II weapons into these fighters as a test case. Further, it does not seem likely that every Focus truly requires its own Warlord Class ship.

Smart idea to work on the documentation as you progress, saves the burden of having to do it at the end
Documentation will add quality to the mod!_________________I'll have a Neutron Blaster please...
...No Neutron Blasters...
In that case I'll have a glove...

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